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Desktop Raid

Desktop Raid

by Lee_Studio · Published by Lee_Studio, Gamersky Games

Price $7.19
Avg Players 445
Released Mar 8, 2026
AdventureCasualClickerCreature Collector
Offline progress
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Desktop Raid lets your RPG party automatically battle, level, and collect loot while you're away, with traditional class roles and gear progression. The idle hook keeps progress flowing without mandatory engagement, though early player feedback indicates balance issues, translation problems, and incomplete features that suggest the game needs refinement before reaching its full potential.

About this game

What players are saying

▼ Not recommended 216 hrs
I have waited for almost a month since release, hoping that the devs would reflect on their choices and take a good hard look at the balance between the classes, skills, Mastery types and affixes but after today's update I decided that I will not continue to wait any longer.

At this stage, it is more of a beta than an actual full game. Too much is missing, too many things need to be changed/reworked and rebalanced.

I do not recommend buying the game as it is right now and suggest waiting for a few major patches first. At least until things have actually been balanced properly and the game feels more like a full game. Many things are out of balance or need a drastic rework.

With the latest update, the devs claim they gave compensation skins. Here's the truth: During the demo, only the classes that could be played had some skins.
When the full game was released (and they removed the demo) still only those classes that were available during the demo had skins. In other words, they call it "compensation" but in reality, they simply added skins to the game that should have been in already since release.
Claiming "compensation" for bad balancing and messing up on translations (many things went from English to Chinese to English to Chinese again over several updates. They are now in English again but I wouldn't be surprised if they ended up being in Chinese again in a future update) is misleading.
Their post about a future update including more "compensation skins" is even more misleading. We don't want "compensation skins". We want a fun and balanced game.

The demo was closer to an "alpha" version of a game and at the current stage, the game would be closer to a "beta" version.
I will explain:
A full game has items present that support all possible builds of all classes, even in its base form.
This game for example does not have any gems for:
* Fire Mastery
* Ice Mastery
* Lightning Mastery
* Poison Mastery
* Dark Mastery
* Pet Mastery
* Lifesteal Mastery
* Bleed
* Reflect Damage

It only has Holy Mastery out of all masteries. Some of the other gems are literally useless.
For example: When your heroes have 700+k health, what good are "+1" to "+7" Health Regeneration gems going to do? Monsters and bosses hit for much more so it's "kill or be killed". Each item has 7 gem slots. Even if we were to put a "+7 Health Regeneration" gem in every slot on every item we'd only get 392 Health Regeneration per second. If a boss hits me for 300k every second or so, what good will 392 Health per second do for me? I'd be better off filling everything with Attack Damage or Magic Damage or even Crit Damage.

I read that in a future update you want to add more. Awesome, except that the most useless ones (Health Regeneration and Mana Regeneration) will remain useless.
There isn't any real choice in what type of gems you put in your items because of the severe lack of balance.
The "SSR Slot Machine" item, which lets you reroll affixes in the Forging Table, only has a limited amount of choices and it even rerolls


During the demo, you could roll for the "Beast Hunt" affix.
When the game was released, it was removed from being rolled for (and added in the Forge through items) and could no longer have it show up on items or get it on your items through the Forge.
An update later, it was added to the game again but could not be put as an affix on your items. It was a drop-only type of Affix.
Another update later, it was now "Unique".
Over the course of several updates since release, several affixes were removed, re-added and made "Unique".
I have yet to see an item drop with this Affix however in my hundreds of hours of playing the release version. Someone else has seen it drop (lucky them) though. Meanwhile some other Mastery types have multiple Affixes....
These things not only limit a hero's build (or choices you can make in how you want to build your hero) but the way these are designed by the devs make me wonder if they know what they are doing.

"Beast Hunt" being "Unique" (meaning only one of these will work so there's no point in having multiple of this Affix on your weapon) whereas other similar Affixes ("Fire Enchant", "Frost Enchant", "Lightning Enchant", "Weapon Poison", "Dark Corrosion" et cetera) can be stacked (seriously, whoever came up with this design choice needs to think of what they are doing) is ridiculous.

To make matters more absurd: There are MULTIPLE affixes for several types of Mastery. Holy Mastery has the most with "Holy Enhancement", "Divine Punishment" (weapon-only apparently, strange choice at this point as it was originally a universal one), "Spirit of Angel" (weapon-only) and "Shaman" (weapon-only). So, dear devs, could you kindly explain to us why some get FOUR different Affixes doing pretty much the same thing while others can't even get one that can be rolled for (or obtained at all)?
Holy Mastery: 4
Fire Mastery: 2
Ice Mastery: 2
Lightning Mastery: 3
Dark Mastery: 1
Poison Mastery: 0
Pet Mastery: 0
Lifesteal Mastery: 0
Where's the fairness? Or the balance? (What is your obsession with "Holy"? It's frightening.)

With all of the "Unique" affixes being added and Affixes being changed to "Unique" it starts limiting what we can actually put on our items.
Some Uniques are very questionable as well. "Steadfast" for example. "Critical hits no longer trigger, but damage dealt is increased by x%" with "x%" being up to 35%. Dear devs, if I have to give up 1000% crit damage (in other words, TEN TIMES more damage) while I'm sitting at 100% crit chance then why would I give that up for a mere 15-35% damage increase?

Another thing: Excessive (above 100%) Crit chance is being converted to 2% crit damage for every 1% crit chance.
What about dodge chance? Or cooldown reduction? Plenty of hero skills that can give a hero absurd values. For example: My Fire Sorceror has the "Passion" Passive at level 190 which gives: "reduce skill cooldown by 965%". Great, except that cooldown reduction is capped at 70% which makes anything beyond that (and therefore hero Passives that give this beyond the 70%) absolutely useless.
It's the same with the dodge Passive and even the "Sudden Rebirth" Passive (25% Chance to instantly revive when summons die, which scales well into the 200+% without adding anything beyond 100%). Basically, any Passive that exceeds a cap (or absolute certainty in the case of "100%") is USELESS above their cap and needs to be reworked to make them useful.

Legendary bosses drop a "Corruption Chest". In the past, I would get items of up to level 500-600 from this chest based on the floor level I was on.
These days, the Corruption Chest is useless for me. I get level 1800+ items. What would I want a level 450-460 item for?
Make them scale with floor levels or Legendary boss difficulty or something…. Legendary boss at "Extreme S" difficulty drops level 3500-3700 gear so why does the Corruption Chest give me 400-500?


Devs claim they read the forums. I have brought up the "Beast Hunt" Affix several times. No response whatsoever. During this time, one of the devs literally had not replied to anything for several days (so much for activity) and the other gave some replies but only to some Chinese posts (I guess non-Chinese players don't really matter).

At this stage, the game feels, plays and is balanced like an early beta and should not have been released as a full game. There is way too much balancing work to be done.
Suggestion for the devs: Stop claiming "compensation" for newly added skins that should have been in since day 1 of release (instead "compensate" us by delivering quality and proper balance), stop adding new Affixes of things that are already in the game (at least until ALL masteries have a fair and equal treatment) and and start fixing and balancing the things that are already in the game first.
30 found helpful Steam ↗
▼ Not recommended 0 hrs
This game is incredibly frustrating, not because it's bad but because it has so much potential and looks so cool, I had this game on my wishlist for a good while before buying it the day is came out and for it to have glitches (killing bosses often doesn't count), poor translation, poor name generation, poor settings quality (you can't change the size of certain parts of the game which makes it very difficult to see information), the game also has an overly perverse tutorial character which is entirely unneeded, honestly this game just disappoints me, especially seeing as with just a few simple changes it could be really fun, it just feels like they didn't even test it before releasing it, I do hope they make a lot of the basic changes this game needs and if they do I would gladly recommend this game to everyone who likes a good relaxing idle game.
29 found helpful Steam ↗
▼ Not recommended 1 hrs
once again an idle game comes onto steam and suffers with a half assed translation. i was ok with it when i first started playing but now im seeing ui that is just not translated at all. this game costs money, it should be translated with some actual effort instead of a half assed MTL that wasnt double checked at all.
some good ideas but a lazy execution
12 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Version 1.1214 Patch Notes

17 hrs ago
1. Fixed a lag issue caused by the Black Goat's infinite summoning. 2. Fixed a bug where the Berserker's damage could be lost after a certain period of time. Additionally, the cooldown for "Blood Rage Awakening" is now stabilized at 0.5 seconds when there is only 1 attack skill equipped. Note: This is not affected by cooldown reduction. 3. Fixed a bug where clicking the button to lock equipment caused the icon to change incorrectly (the previous update fixed this issue for the Ctrl key lock).

Version 1.1213 Patch Notes

1 day ago
1. Alleviated the stuttering/lag issue at 3x speed. Some PCs may still experience lag, but it should be significantly improved compared to before. We will continue to optimize this in the future. 2. Fixed some inventory management bugs, such as the lock icon temporarily disappearing when filtering. 3. Fixed an issue where parts of the index/gallery were displaying incorrectly. 4. Reduced the HP recovery values for certain bosses.

Version 1.1212 Update

2 days ago
1. Adjusted the stats of the Outland Ancient God Cemetery Boss, significantly reducing its damage to prevent players from being one-shot, while also increasing its health; 2. Fixed a bug where locked equipment would incorrectly display the icon of another item; 3. Fixed a bug where the index values for affixes such as the "Philosopher's Stone" were displayed incorrectly; 4. Fixed a bug where the Werewolf model was displayed abnormally large; 5. Adjusted the visual effects of the "Moon" affix.

Posts come from Steam's official announcements feed.

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